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8bitworkshop/presets/vcs/examples/timing1.a

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2016-12-16 01:21:51 +00:00
processor 6502
include "vcs.h"
include "macro.h"
org $f000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
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; We're going to try to animate sprites horizontally.
; Remember, we have to pause the CPU until the exact moment the
; scanline hits the desired horizontal position of the sprite.
; Since we can't hard-code the SLEEP macro we'll have to do it
; dynamically somehow. But since the TIA beam is racing so much
; faster than the CPU clock, we'll have to be clever.
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;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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counter equ $81
start CLEAN_START
nextframe
VERTICAL_SYNC
; 37 lines of VBLANK
ldx #35
lvblank sta WSYNC
dex
bne lvblank
; This will be the 36th VBLANK. We'll use up some of this scanline's
; time to set up for the next line, where we'll set the sprite position.
; For now the position will be in CPU clocks, not TIA clocks.
; We're going to use 'counter' as the horiz. position, load into A.
lda counter
ror ; divide frame counter by 4 to slow animation
ror
and #$3f ; now in range (0-63)
sta WSYNC ; wait for next line
; This is the 37th VBLANK where we'll set the sprite position.
; We've got our desired horizontal position in A.
; First we divide it by 4. We'll need it later in our delay loop.
; But we'll use the remainder bits to add cycles.
; The first bit will add either 0 or 1 CPU cycles.
lsr ; shift right, bit 0 goes into carry flag
bcs delay1 ; branch to next insn if carry set - adds +1 cycle
delay1
; The second bit will add either 0 or 2 CPU cycles.
lsr
bcc delay2 ; branch if carry clear - subtract -1 cycle
bcs delay2 ; guaranteed to succeed - adds +3 cycles
delay2
; So now we've used the remainder of our divide-by-4 operations to
; add between 0 and 3 CPU cycles (0-9 TIA clocks).
; The next loop takes 5 CPU cycles per iteration (15 TIA clocks).
tax ; transfer A to X
delayx dex ; decrement X
bpl delayx ; branch while X is non-negative
sta RESP0 ; set position of sprite #1
sta WSYNC ; end of 37th line
; The TIA clocks 3 pixels for every 1 CPU clock.
; So our final sprite position is C + (X%4)*3 + (X/4)*15
; (C is the fixed # of instruction clocks)
; We've lost a bit of resolution in our positioning, since we
; divided the horizontal position by 4 but our tightest loop takes
; 5 cycles per iteration. We'll achieve finer control later using
; some additional TIA registers.
; Now draw the 192 scanlines, drawing the sprite.
; We've already set its horizontal position for the entire frame.
ldx #192
lda #0 ; changes every scanline
ldy counter ; changes every frame
lvscan
sta WSYNC ; wait for next scanline
sta COLUBK ; set the background color
sta GRP0 ; set sprite 0 pixels
adc #1 ; increment A to cycle through colors and bitmaps
dex
bne lvscan
; Clear the background color and sprites before overscan
stx COLUBK
stx GRP0
; 30 lines of overscan
ldx #30
lvover sta WSYNC
dex
bne lvover
; Cycle the sprite colors for the next frame
inc counter
lda counter
sta COLUP0
jmp nextframe
org $fffc
.word start
.word start